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CharacterPathUpdateType

Constants in the CharacterPathUpdateType enum.

All constant groups

At a glance, from the LSL definitions
// Otherinteger PU_GOAL_REACHED = 0x01;  // Path update status code triggered when the character reaches its goal and either stops or chooses a new goal (if wandering).integer PU_SLOWDOWN_DISTANCE_REACHED = 0x00;  // Path update status code triggered when the character enters the slowdown distance near its current goal.// PU_EVADE_*integer PU_EVADE_HIDDEN = 0x07;  // Path update status code triggered when an llEvade character determines it has successfully hidden from its pursuer.integer PU_EVADE_SPOTTED = 0x08;  // Path update status code triggered when an llEvade character switches from hiding to running.// PU_FAILURE_*integer PU_FAILURE_DYNAMIC_PATHFINDING_DISABLED = 10;  // Path update failure code triggered when a character enters a region where dynamic pathfinding has been disabled in the Region Debug Console.integer PU_FAILURE_INVALID_GOAL = 0x03;  // Path update failure code triggered when the specified goal is not on the region's navigation mesh (navmesh) and is unreachable.integer PU_FAILURE_INVALID_START = 0x02;  // Path update failure code triggered when the character is at an unnavigable starting position (e.g., off the navmesh or too high above it).integer PU_FAILURE_NO_NAVMESH = 0x09;  // Path update fatal error triggered when there is no navmesh generated for the region (typically indicates a server failure).integer PU_FAILURE_NO_VALID_DESTINATION = 0x06;  // Path update failure code triggered when no reachable destinations remain (e.g., all patrol waypoints are blocked).integer PU_FAILURE_OTHER = 1000000;  // Path update failure code representing an unspecified or general failure.integer PU_FAILURE_PARCEL_UNREACHABLE = 11;  // Path update failure code triggered when a character is blocked from entering a parcel (e.g., the parcel is full or object entry was disabled after the navmesh was baked).integer PU_FAILURE_TARGET_GONE = 0x05;  // Path update failure code triggered when an llPursue or llEvade target can no longer be tracked (e.g., they left the region or went more than ~30m outside region boundaries).integer PU_FAILURE_UNREACHABLE = 0x04;  // Path update failure code triggered when a previously valid goal becomes unreachable (e.g., an obstacle blocks the path).

Constants

ConstantTypeValueDescription
PU_EVADE_HIDDENinteger0x07Path update status code triggered when an llEvade character determines it has successfully hidden from its pursuer.
PU_EVADE_SPOTTEDinteger0x08Path update status code triggered when an llEvade character switches from hiding to running.
PU_FAILURE_DYNAMIC_PATHFINDING_DISABLEDinteger10Path update failure code triggered when a character enters a region where dynamic pathfinding has been disabled in the Region Debug Console.
PU_FAILURE_INVALID_GOALinteger0x03Path update failure code triggered when the specified goal is not on the region's navigation mesh (navmesh) and is unreachable.
PU_FAILURE_INVALID_STARTinteger0x02Path update failure code triggered when the character is at an unnavigable starting position (e.g., off the navmesh or too high above it).
PU_FAILURE_NO_NAVMESHinteger0x09Path update fatal error triggered when there is no navmesh generated for the region (typically indicates a server failure).
PU_FAILURE_NO_VALID_DESTINATIONinteger0x06Path update failure code triggered when no reachable destinations remain (e.g., all patrol waypoints are blocked).
PU_FAILURE_OTHERinteger1000000Path update failure code representing an unspecified or general failure.
PU_FAILURE_PARCEL_UNREACHABLEinteger11Path update failure code triggered when a character is blocked from entering a parcel (e.g., the parcel is full or object entry was disabled after the navmesh was baked).
PU_FAILURE_TARGET_GONEinteger0x05Path update failure code triggered when an llPursue or llEvade target can no longer be tracked (e.g., they left the region or went more than ~30m outside region boundaries).
PU_FAILURE_UNREACHABLEinteger0x04Path update failure code triggered when a previously valid goal becomes unreachable (e.g., an obstacle blocks the path).
PU_GOAL_REACHEDinteger0x01Path update status code triggered when the character reaches its goal and either stops or chooses a new goal (if wandering).
PU_SLOWDOWN_DISTANCE_REACHEDinteger0x00Path update status code triggered when the character enters the slowdown distance near its current goal.